Files
CydandClaude Opus 4.8 4abbf8879f Initial import of Red Planet v4.10 Win32 source
Imports the current Win32 source for the pod-racing game 'Red Planet',
built on the MUNGA engine and its L4 (Win32/DirectX) platform layer:

- MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend
- RP / RP_L4: Red Planet game logic and Win32 application
- DivLoader, Setup1: asset loader and installer project
- lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies

Removed stale Subversion metadata and added .gitignore/.gitattributes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 07:59:51 -05:00

64 lines
2.3 KiB
C++

#pragma once
#include "point3d.h"
#include "vector2d.h"
#include "resource.h"
#include "notation.h"
class Entity;
//##########################################################################
//##################### Reticle::ModelResource #######################
//##########################################################################
struct Reticle__ModelResource
{
Vector2DOf<float> reticlePosition;
};
//##########################################################################
//########################### Class Reticle #########################
//##########################################################################
class Reticle SIGNATURED
{
public:
enum ReticleState
{
ReticleOff, // Reticle is invisible
ReticleOn, // Reticle is visible (may be more than one "on" state added later)
};
enum ReticleElements // these are bits that turn parts of the reticle on and off
{
FrontFiringWeaponsOn = 0x00000001, // Display Front firing weapons
RearFiringWeaponsOn = 0x00000002, // Display rear firing weapons
LeftFiringWeaponsOn = 0x00000004, // Display left firing weapons
RightFiringWeaponsOn = 0x00000008, // Display right firing weapons
WeaponsControlGroup = 0x0000000F, // Mask defining the weapons group
TargetDesignatorOn = 0x00000010, // Display target designator box and direction arrows
PrimaryHudOn = 0x00000020, // if set, you get the full hud, if not just a simple x
AllEnabledGroup = 0xFFFFFFFF, // All bits on
};
Vector2DOf<float> reticlePosition; // screen position -1.0 -> +1.0
ReticleState reticleState; // current state of reticle, graphic to display
Logical pickPointingOn; // Pick point intersection testing on/off
Point3D rayIntersection; // Current pickpoint intersection in 3d world
Entity *targetEntity; // entity being targeted
int targetDamageZone; // damage zone on the entity
ReticleElements reticleElementMask; // controls what parts of the reticle are displayed
Reticle();
Logical
TestInstance() const;
typedef Reticle__ModelResource ModelResource;
static ResourceDescription::ResourceID
CreateModelResource(
ResourceFile *resource_file,
const char* model_name,
NotationFile *map_file,
const ResourceDirectories *directories,
ModelResource *model = NULL
);
};